Refactor Vertex Shader input vertex layout to use GPUVertexLayout defined on Vertex Buffer rather than Vertex Shader
#3044 #2667
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@@ -127,6 +127,9 @@ protected:
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/// </summary>
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class FLAXENGINE_API DynamicVertexBuffer : public DynamicBuffer
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{
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private:
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GPUVertexLayout* _layout;
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public:
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/// <summary>
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/// Init
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@@ -134,11 +137,16 @@ public:
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/// <param name="initialCapacity">Initial capacity of the buffer (in bytes)</param>
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/// <param name="stride">Stride in bytes</param>
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/// <param name="name">Buffer name</param>
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DynamicVertexBuffer(uint32 initialCapacity, uint32 stride, const String& name = String::Empty)
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/// <param name="layout">The vertex buffer layout.</param>
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DynamicVertexBuffer(uint32 initialCapacity, uint32 stride, const String& name = String::Empty, GPUVertexLayout* layout = nullptr)
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: DynamicBuffer(initialCapacity, stride, name)
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, _layout(layout)
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{
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}
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// Sets the vertex buffer layout.
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void SetLayout(GPUVertexLayout* layout);
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protected:
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// [DynamicBuffer]
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void InitDesc(GPUBufferDescription& desc, int32 numElements) override;
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